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Hidden 2 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@ArkmageddonCat: Okay a couple issues here:

Rune etching is more how magic is imbued into weapons, or you're a mage and you do it directly but that's a more complex process. There's also a pretty low chance of finding an elven smith in Thaln, and given the timescale elves operate on finding one that would believe you ready to leave their tutelage and become a knight on top of it after only a few years would be even rarer.

Finally, he should have something under his belt that gave a good reason for the Roses to consider accepting him into the order.
Hidden 2 yrs ago 2 yrs ago Post by ArkmageddonCat
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Alright, changes made. Hopefully satisfactory.

Edit: Fixed another bit related to magic items that I missed.
Hidden 2 yrs ago Post by Theyra
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I am guessing it is too late to join?
Hidden 2 yrs ago Post by VitaVitaAR
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@ArkmageddonCat: I think the failure rate is a little too high for how they're supposed to work, but otherwise I think he's good? I'll let a co-GM chime in if they have any comments of their own.

@Theyra: You're not too late.
Hidden 2 yrs ago 2 yrs ago Post by ArkmageddonCat
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@VitaVitaAR Adjusted to 50%, is that failure rate still too high?

And are explosions too severe a failure? Figured they only accounted for a fifth of failures, or rolling a 1 on a 1d10 for nerd dice terms.
Hidden 2 yrs ago Post by Raineh Daze
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Why would failure cause everything to explode rather than just not work is the big question

Like, unless you're trying to make something with a somewhat similar effect where 'it isn't working as intended' could be 'destructive release of extra magic in a way that explodes', I don't see why they'd go boom.

uh, wall of text incoming, because i'm copying the magic information stored elsewhere:

The TL;DR version is: every living creature generates mana. Sapient races generate more, and individuals amongst those races can have such an excess that it can be moved through certain patterns to effect spells. Dwarfs, for example, never have a sufficient excess (but are sensitive enough to its flows to design some incredibly intricate runework), and almost every elf does. Humans are somewhere in the middle, and Hundi are odd--Hundi mages are rare, but when they do crop up they're often very powerful.

The act of spellcasting is therefore a matter of taking sufficient mana for a given effect and forcing it into the proscribed pattern. How this is done often shows the type of magical education a particular person has received: the various magical colleges like to take an analytical approach, and their spells are strongly formulaic, even if the resulting phrasing doesn't make sense in normal speech: they focus on creating a general language to describe the flows of mana. Similarly, when conducting rituals, circles outlined in chalk or similar tend to be heavily geometric. Self-trained or hedge-witch trained mages tend to have far more personalised spells, or use other methods of casting entirely--singing, or dancing to maintain a long-term effect, etc.

The purpose of such guidance is to associate the movement of something as ephemeral and invisible as mana with material actions, making it easier to control. With practice and experience, the spellcaster can cut down on the necessary ceremony (at the cost of some efficiency). It is possible to cast magic directly through willpower alone, but this requires either a vast reservoir of mana to pull from, or means honing a very specific talent to the point of being instinctive.

(An analogy could be made that the pattern required is like filling a series of channels in order. With a spell and enough practice, ONLY the correct channels are filled, whilst skipping steps or less practice overflows in places--normally just wasting mana. Simply willing magic to happen is akin to flooding the entire plain, regardless of channels, and taking the resulting backlash into your own soul; it's very dangerous if you can't cushion it with even more mana, on top of being orders of magnitude more wasteful)

Runes are the physical depiction of these patterns, adapted to the medium (from its material to its very shape and function) they are being incorporated into to facilitate the flow of mana from whatever the source is. Unlike ritual casting, this isn't some method of conceptualising the pattern to direct mana from yourself (or channelled through yourself); it is the pattern... in dozens, if not hundreds or thousands, of tiny symbols, carefully attuned to the object in question: such accuracy is impractical for active spellcasters.

Due to their own low mana capacity, dwarfs would prefer external sources of crystallised mana, while the magically gifted can power them directly. The third case, of blessed items keeping to the limits of magic, are powered by the deity in question.

The origin of these patterns is twofold: many were made part of the world during its creation and by the actions of the gods in earlier times. This encompasses essentially all elemental manipulation, for instance. Other ideas were reified by enormous effort of archmages over the years, branching off of something that's 'close enough' to exist; many subtle variations on emotional effects or extremely specific healing spells came around in this way. A third category is to use mana in place of a similar enough process--the action of the soul to sustain life, which leads to every form of undeath but also beneficial necromancy for medical purposes (where the relationship between the physical and metaphysical is too damaged).

'True' Witchcraft, by contrast--although something that is only known generally to magical scholars from historical accounts--doesn't follow any established pattern. No matter how much mana you have, you could never replicate them through the medium of spellcasting. A mage with enough practice can teleport limited by their mana for range; the correct witch can place two places side by side or overlapping with a distance-independent amount of effort. The exact nature of this is kept a closely guarded secret by the few practitioners who know the why rather than simply how. A noted similarity of some recorded acts of true witchcraft with the abilities of demons has not, however, yielded a satisfactory working explanation to replicate it.

Mana in sufficient quantities, decoupled from life, can crystallise into a self-perpetuating form. The 'common' version would be magical crystals and gemstones, either intentionally imbued into such for their own stability at enormous cost over time or a pure version left after great battles (the deaths of dragons are particularly likely to leave them as the body decays, explaining the particular dwarven interest on top of their shared mountain affinity). This stable mana crystal acts as a facsimile of a soul, continuing to passively generate more. It can also exist inside a soul, where it is instead known as a mana reactor and invariably associated with sapient undead, which is approximately as effective as the soul itself was in terms of mana creation, unlike the much weaker magical output of a physical object.


like, does it actually add anything to the character if they have a random chance to harm themselves or make things that may randomly not work when tested, as opposed to e.g. taking a lot longer and having to make multiple attempts before things work as tested?

(and 'explode and destroy the item' seems like it would be limited then to 'I keep trying to make flaming swords')
Hidden 2 yrs ago Post by Theyra
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Okay, just going to dm my idea to you since the idea is a non-human char.

Hidden 2 yrs ago 2 yrs ago Post by ArkmageddonCat
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@Raineh Daze Yeah, no no, that’s fair.

Though I meant to imply that an explosion is merely a risk, not a direct result of failure. Failure is simply that the process doesn’t work like intended, an explosion was only meant to occur as an expression of the process backfiring.

Really it’s a hold-over from my misconception of how items are enchanted, and how magic works in this world in general. I always tend to view magic as energy, so I default to magic being wild and volatile if mishandled. Admittedly, enchanting through runic engraving should’ve shaken me free of the idea, but instead I likened it to coding, or wiring and funneling energy through a system. Enter an incorrect value in the wrong place, or make a mistaken typo, and the sequence either fails or crashes.

And… no it doesn’t really add anything to the character beyond a balancing factor for what I assumed would be considered a stronger sort of skill. I’ll then assume it was too preemptive and an over-compensation?

TL;DR - brain make dumb assumed comparison and think it cool but add nothing of value. Also I explain for probably way too long. I’ll make the change if removal is the definitive answer.

(Also I don’t understand the parentheses part)

(Also also I hope this didn’t come across as hostile)

I don't actually know if I needed the TL;DR, it's not as long as I thought it was.
Hidden 2 yrs ago Post by Raineh Daze
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The ability to create enchanted items doesn't need a balancing mechanism, because we're talking something you do like once per story arc, when other characters might be more invested in personal investment in their own skills. xD

(Also I don’t understand the parentheses part)


things are only likely to go boom if you were trying to make something that was meant to be boomy in some regard

Really it’s a hold-over from my misconception of how items are enchanted, and how magic works in this world in general. I always tend to view magic as energy, so I default to magic being wild and volatile if mishandled. Admittedly, enchanting through runic engraving should’ve shaken me free of the idea, but instead I likened it to coding, or wiring and funneling energy through a system. Enter an incorrect value in the wrong place, or make a mistaken typo, and the sequence either fails or crashes.


That's not entirely incorrect--if mishandled it's wild and volatile, but the thing is that this isn't the same as destructive. And much like 90% of coding errors, what happens if you get it wrong is "nothing happens" or "everything grinds to a comical halt" rather than "and this overcharges something and breaks thing permanently."

Mana on its own is more of a motive force.
Hidden 2 yrs ago Post by ArkmageddonCat
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@Raineh Daze Alright, well… I didn’t know that. But I do now.

Should I just leave failure determinations up to you all, then? I don’t know what’s good, here.

It might just be easier for me to pursue something else. I’m feeling especially thick-skulled over this.
Hidden 2 yrs ago Post by VitaVitaAR
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@ArkmageddonCat: I think you should be good as long as you keep this stuff in mind? Sorry for the late response!
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@VitaVitaAR No biggie, but I was actually considering about rewriting some of the sheet once I'm done with work for the week. I think I've figured out my own issues with it.

I'll also address the explosion stuff once I've made up my mind on that, which'll still require an edit to character history even if I don't rewrite anything else.
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@ArkmageddonCat: In that case, feel free to ask as many questions as you like, my co-GMs and myself will help in any way we can.
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Hidden 2 yrs ago Post by Creative Chaos
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Is this still open? If yes, I’m interested. If not, I’ll take my leave.
Hidden 2 yrs ago Post by VitaVitaAR
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Hidden 2 yrs ago Post by Creative Chaos
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Would a knight who uses swordplay to cast spells work in the setting?
Hidden 2 yrs ago Post by VitaVitaAR
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@Creative Chaos: Yes, absolutely.
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I think I have an idea of what I would like to design. Any specific character building rules that aren’t stated in the original post?
Hidden 2 yrs ago Post by ERode
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Go scroll up until you see a giant block of text about Magic. That's not included in the first OOC post, so it's probably useful for you to read, seeing that you're doing a magic sword person.
Hidden 2 yrs ago Post by VitaVitaAR
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Honestly I should really sit down and update the OP at some point.
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